fixes and optimizations
- shared the CutPieces scene between the BeepCube and ChainLink scenes
- CutPieces are now pre-instanced and live inside of their parent cube's scene tree (as opposed to reparented into the the track)
- Cube slice particles are no longer dynamically instance (pre-instanced when cube is made and live in cube's scene tree, similar to the way CutPieces are managed)
- rewrote a lot of the ScenePool logic. it was becoming way to specific to cube types. could potentially pool Bombs and Walls too, but performance seems ok so far ...
- cleaned up old materials that are no longer used
- fixed issue with the UIRayCast becoming offset independent of saber custom offsets/rotations
- reduced time consumed by useless rumble API calls
- improved performance of the saber tail history management (also made that code more readable by reducing triple-nested list data structure)
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